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Game of Ur 0.3.3
This is a computer adaptation of Game of Ur, written in C++ mainly using SDL and OpenGL.
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Component representing hierarchical information related to this entity. More...
#include <scene_components.hpp>
Static Public Member Functions | |
| static std::string | getComponentTypeName () |
| Gets the component type string associated with this object. | |
Public Attributes | |
| EntityID | mParent { kMaxEntities } |
| The entityID of this entity's parent. | |
| EntityID | mSibling { kMaxEntities } |
| The entityID of this entity's next sibling. | |
| EntityID | mChild { kMaxEntities } |
| The first child of this entity. | |
Component representing hierarchical information related to this entity.
Necessary because quite often systems will not/should not have direct access to the SceneSystem.
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inlinestatic |
Gets the component type string associated with this object.
| EntityID ToyMaker::SceneHierarchyData::mChild { kMaxEntities } |
The first child of this entity.
Set to kMaxEntities if this entity is a leaf node and has no children.
| EntityID ToyMaker::SceneHierarchyData::mParent { kMaxEntities } |
The entityID of this entity's parent.
Set to kMaxEntities when this entity has no parent (eg., an entity not in the scene, or the root entity of the scene tree).
| EntityID ToyMaker::SceneHierarchyData::mSibling { kMaxEntities } |
The entityID of this entity's next sibling.
Set to kMaxEntities when this entity has no next sibling.